name _
address
People’s Computer Company
P. 0. Box 310
Menlo Park, Ca 94025
zip
what kind of computer do you use?.
Jj* subscriptions start with 1st issue of school year
$4 for 5 issues
($5 Canada & overseas)
Bulk Rate
U.S. Postage
PAID
Menlo Park, CA.
Permit No. 371
TO
people’s computer company
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Curious about PCC? Come any Thursday nite - it’s FREE!
Slo,
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Or
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OQW
We are located at
1921 Menalto Ave.
Menlo Park 94025
and our phone is: 41 5-323-61 1 7
flap t up/
Liberate Some PEOPLE From skool!
Take them on a field trip to PCC
by skoolbus, carpool or bike brigade.
We can take up to 1 2 at a time for
1 to 2 hours.
FREE
Info? Call (415) 323-611'
/in\
/housex
COURSES
Computer Time
Rent computer time when the urge strikes;
Rates: $2. 00/hr
$1 .00/hr (students)
We are amenable to swapping
for the time. No reasonable
offer refused !
Do-it-yourself-hands-on-courses. Sign up for a "course'
Play computer games or learn BASIC or both or ???
6 times ... 2 hours each time . . . $20
Arrange your own schedule. Here are the possibilities:
Tuesday 10-12,1-4
Wednesday 10-12,1-5
Thursday 10-12,1-5
Come once a week for 6 weeks or twice a week for 3
weeks or whatever schedule you like.
math games &
computer critters
Games to learn math by (and have
fun with) -- from first grade up.
NUMBER, TRAP, STARS, BAGELS,
BEYOND BAGELS, TAXMAN,
HURKLE, MUGWUMP, SNARK,
REVERSE, SUPER LUNAR,
QUBIC, CAVES, WUMPUS, STAR
TREK, . . ., and on and on and . .
(Invent a game - it's easy!)
Match wits with someone
person, a computer.
yourself, another
Teach someone to program using INCHWORM,
LADYBUG, GERMLAND, and other COMPUTER
CRITTERS. Especially designed to show how the
concepts of computer programming can be taught
to very young children. Best of all, you don't even
need a computer! COMPUTER CRITTERS can be
used in any classroom. We will, however, have a
computer available so you can see the CRITTERS
in action on a real computer.
t&e 'Dav-e
SO YOU WANT TO WRITE YOUR OWN PROGRAMS . . .
We are offering two classes to people who want to learn how
to program a computer:
BASIC 4 Beginners is a hands-on class about BASIC,
our favorite programming language . All our games are
written in BASIC. The course will last 8 weeks, two
hours of hands-on class time every Tuesday (4-6 PM
or 7:30 - 9:30 PM) plus 10 hours of free computer
time. Cost is .
Saturday, November 17, 11 AM - 6 PM
or Saturday, December 1, 1 1 AM - 6 PM
Price: $12 each session for you, or
$10 if you bring a friend (grades 1-12)
The friend is free - 1 friend per student
BASIC 4 Old-Timers is a tiew class and will cover ad¬
vanced topics in BASIC. At the same time, we will be
writing programs and games, focusing on useful tech¬
niques and BASIC writing style. The class will meet for
8 weeks of two-hour classes. Class hours are to be ar¬
ranged. Everyone will also have 10 hours of free com¬
puter time. Cost is $40.
CLASSES WILL START TUESDAY, NOVEMBER 27
Both classes will have a Christmas vacation.
For more information, ask for Dave Kaufman at the ■
PCC telephone: 323-6117.
The PCC Roadshow
Over the past several years , we have devel¬
oped a rather unique approach to computer
education through our various activities -
doing workshops, teaching, writing curricu¬
lum & learning materials. For several years
we have travelled around California to vari¬
ous campuses and learning festivals carrying
our mini-computers, media, and broad se -
lec tion of good compu ter materials. We
have decided to put our personnel and ma¬
terials up for rent for roadshows/workshops,
for personnel or teacher training, education
fairs, weekend campus workshops, as parti¬
cipants in educational fairs and future fes¬
tivals - any place where experienced people
with lots of backup media and materials
would have impact in information dissemi -
mation and/or effective training. Call or
write us concerning your situation and needs
and we will design a learning environment to
fit if possible, as well as negotiate a fee.
PILOT SHOT DOWN
Dear People:
/ learned some new programming techniques from the
PILOT 73 program, but other than that, / think that
PILOT stinks. In your article, you mentioned " to
use BASIC, one must have a minimal knowledge of
algebra. " Not one bit of algebra is needed to program
on BASIC what you spacewasters have done on
PILOT 73!!! With the exception of the M: statement
everything in PILOT 73 can be done directly on
BASIC.
T: is the same as PRINT, A : is the same as INPUT,
$label is the same as label$, J: is the same as GOTO,
U: is the same as GOSUB; M: is the only command
that takes any trouble to program, N and Y are IF-
THEN, C: is LET, and R: is REM. It seems to me
that PILOT 73 is a disguised BASIC implemented on
BASIC.
Now even though / dislike PILOT 73, I'm glad you
printed the program. As / mentioned, / did learn
some things from the program. PILOT 73 is a start
on the road to people-run computers, but when you
have a language as simple as BASIC, why do you need
PILOT 73?
By the way, / think the April PCC is the best put out
so far. / 1 had a lot of pages , and it included some
pretty good information.
Joel McCormack
3411 Eleanor Place
National City, CA. 92050
P.S. / will be sending my program that makes a
different picture every run within a week.
0»ccvM.t
{try
ulmntfin.
-Lit » M*
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'iU+f o&vjX /+*'. (jASfC
Ivlfc- as^X~cJljL ' "CaJIXZ^j -
avvJ^c?' ^ f Cc v/o f * ( &o%2- ^
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Some High Hopes
in the Midwest
U)*&> t.c.C. 0l,
FLIPS ’n CLIPS
Hello -
Tom Man del showed me a copy of your paper and told
me to write you. Up 'til now I've had nothing to write.
Now I have a question: Do you have any suggestions for
a cheap mechanical flip-flop? — a simple demonstration
(working demonstration) for and/or "circuits". / thought
maybe you've heard of someone using readily available
cheap materials that easily conform to flip-flop. / want
children to be able to build their own simple "logic circuit "
Pat Hennessy
1890 45th NE
Salem , Or. 97303
P.S. If you hear of anyone doing a thing with film dips
that can be "edited" together in various combos, by
computer from 10 stimulus — tell me.
^ JldLf J a Urwy»^ t ^
CINEMIX 1221 -8th St., Berkeley, CA
V\4L/> A AXkX /Vv^-£ ^ /vvmpA
TO: People's Computer Company
ON: Compu ter-assisted en vironmen tal game and
simulations
My search for computer assisted environmental games
and simulations has led to the People's Computer
Company via Rusty Whitney ofOMSI.
The Environmental Education Center at Portland State
University is working with Expo '74 (world fair in
Spokane, Washington, opens in May, 1974) to try to
introduce Expo goers to both the environmental deci¬
sion-making process and to some of the specific
environmental decisions citizens will have to make.
One of the ways this might be done is through com¬
puter-assisted games and simulations. The two reasons
for specifying computer-assisted are to demonstrate
a social implication for the development of technology
and to give fair goers some personal experience with
this technology.
There are several ways we might be able to use envi¬
ronmental games and simulations at Expo —
... direct user-terminal interaction which would
evaluate user decisions on environmental issues.
... short competitive games or simulations where users
would make decisions but which would require staff
interface between user and computer
... this third use is a bit different; instead of a drop-in
short time period, users migh t pre-register for an all
day gaming workshop. Workshops might be arranged
for special groups such as 'citizens and planners of
Portland, OR' etc.
/ have access to bibliographies such as Horn and
Zuckerman and Twelker, but if you know of games
not listed in these references or if you have comments
or improvements on these, please let me know. A t
this point, finding workable ideas, not hardware is the
main problem.
I'm looking forward to hearing from you or your
readers. Thank you.
Laura Williamson
373 Lincoln Hall
Portland State University
Portland, Or. 97207
~XJL^Y> A* .
wto srv o-Ot - 1-9., , .vyiA*
iv -
JlA\rs/*c^ ^wwvvi
DOING the TTY
Dear Bob:
There has been a growing interest and need on the
part of myself and other individuals in the Western -bU- ^0-^^ a-o
Michigan region, in developing a community and ^ ^ XU*.
research-oriented center, with a primary focus on ^ ^
computer education and related research activities. . * 1
Your participation in the development of the ^
People's Computer Center, / feel, may be closely c xJUl
aligned with major facets of the program now being n. . ~ 0 * j '
generated by our group. ^ ^ i
Therefore, the purpose of my correspondence is in y
requesting an inexact amount of information from
you, with the notion of first, establishing contact pStJLJb '»w^-»r JUr\ v ^
with successful programs in operation around the ^
country , and secondly , to obtain the requisite ma-
ter/a/s from these centers in order that we may begin Aa-kA. ^ xj^npp t'T
formal initiation of our own center.
NEWS ITEM: Regarding source of supply for Teletype
* Ribbons. Readers may be interested to know that the
c~*c lowest cost anywhere for ribbons is directly from Teletype
Our needs at the moment are primarily developmental
in scope. That is, information related to proposal
generation, funding, detailed listing of program acitivity
structures/management, and implementation, are
required in fully assessing the priorities to be estab¬
lished, and to foresee problems and blunders by all
concerned. In short, our chief concern is anticipatory
design, with effective maintenance procedures, including
the concept of self-obsolescence as demonstrated by
Stewart Brand and Company.
Your assistance with the above stated needs, and referrals
to other individuals and groups you are aware of, will
be invaluable in completing our efforts. / hope that
this short letter is motivating to the point of founding
a structure for future feedback, and also in finding a
solution to alleviate frustrated pressure that myself
and others must maintain in a non-re/evant business
E DP-orien ted en vironmen t.
Konx Om Pax
etc
V
Ed Robertson
MIS Administrative Assistant
Foremost Insurance Company
5800 Foremost Drive S.E.
Grand Rapids, Mi. 4950 1
DON UGGLA
DATA SERVICE OPERATION
DICOMED CORPORATION
9700 NEWTON AVENUE S.
MINNEAPOLIS, MN 55431
A<rvvvjt. s
MCjjjgjTawjjgiD
Heed Computer? Try Rock
WATERVILLE, Me. — If you’re desper¬
ate for funds to buy equipment for your
computer center you might try a rock
concert.
Sha-Ha-Ha, a student rock group from
Messalonskee High School here, put on a
benefit concert and raised some $560.
The funds were used to help purchase a
Monroe calculator for the math depart¬
ment.
“I’ve been trying to get some kind of
computer into the system for the last
four years,” said Joseph Morin of the
math department, “but every year the
school board shot us down because of
funds. So we took the matter into our
own hands.”
Corp., 5555 Touhy Ave., Chicago, III. 60067. They will
supply ribbons, Part no. 181 129 for $0. 50 each. This
beats using old ribbons from Seer, Sci, etc. Also Teletype
users should request AS R 33 Bulletins 31 OB, Vol. 1 and
Vol. 2. These manuals contain extensive data on Teletype
lubrication, adjustment, etc. A must for users.
Dr. Gerald A. Silver
OUTTA WORK BLUES
Dear People:
Having just recently begun instruction in the art and
science of computer programming (college summer school);
and having been initially interested in the more positive
aspects of the field by S. Brand's report on the Inter-
galactic Spacewar Olympics, etc., in Rolling Stone
and having decided to try to eventually bull my way into
a programming job somewhere west of the Mississippi
(since my degree in anthropology is an immobile and
unmarketable commodity);
/ would appreciate receiving a sample of your newsletter,
and information on its subscription price, if there is one.
It seems the work you are doing is definitely worth looking
into. Furthermore, if doing such things falls within the
sphere of your job, / would tremendously appreciate
your providing me with a little information on: ( 1) other
means of access to interesting useful and fun literature
in the field; (2) the availability of computer work of the
non-profit, educational and people-oriented variety in the
West, Southwest, Northwest and other suitable places.
Jerry L ombardi
297 Judwin A ve.
New Haven, Ct. 065 15
V
Dear Sir:
/ am presently an MST candidate at Illinois Institute
of Technology in the CS Department, participating in
an Academic Year Institute sponsored by NSP for
Junior and Senior High School Mathematics teachers.
My project for this degree is a series of mini-texts de¬
signed for the Junior High School student, two of which
are to be "Computers and Simulation" and "Computers
and Gaming". I do subscribe to The People's Computer
Company and have used some of its references and ideas.
Are there any further ideas, references, books, etc., you
would suggest aimed primarily at the 7th and 8th grade
student?
These texts are to be individualized (not programmed
instruction), stressing teacher-student interaction. Per¬
sonally, I have found success as a math teacher through
the logic, fun, and games approach to it and agree there
is no better method to help students find the value the
computer can have on their future than snaring
their interest this way.
Any help will be greatly appreciated.
Mrs. Joan Ramuta
1005 Rooney Drive
Joliet, Illinois 60435
TicTacTce?
Dear People:
A little while ago in one of your papers / saw a deal for
students that allowed $2.00 subscriptions. Enclosed
is the required note from my reach er.
/ like your paper a great deal. There are a lot of good
programming tips and it also helps to get others
interested in computers which is not always easy.
John Reinert
249 Dolphin Place
Bellingham, Wa. 98225
Co Restore die Lands; ftotecc Uftc Seas, And Inform Che Earth's Stewards
Help a Kid Make
a Konnection
Dear Sir(s),
I have recently moved from Corvallis , Oregon to
Bellevue , Washington. In Corvallis I had access to a
CDC 3300 and a Digital PDP 12. A friend of mine
gave me some old copies of your newspaper.
I have not had any luck in finding a computer
to use. So I would greatly appreciate it if you could
send me a list containing the names & addresses (and
possibly more information) of your subscribers in the
Seattle , Bellevue area , to aid me in my “ search ”, Any
and all efforts will be appreciated!
Thank you!
<>~ck ^
A Friendly Computer Freak ,
Stuart A. Celarier
Age 1 3, Grade 8
9925 NE 1st #36
Bellevue , Washington
98004
DESIGN-WISE
Dear Sirs,
We have an edu-25 system on a PDP-8e.
We also have an optical mark card reader that
we use for batch Basic. This card reader looks
just like a terminal to the computer. The cards
are a real help when we are teaching a class.
The cards are terribly designed, we are trying
to get our nerve up to print our own and redo
handler. We will let you know if we do.
Princeton day school Sincerely,
p. o. box 73 • the great road. Thomas C. Pears IV
Princeton. N*w Jersey 06540
Friends:
We have no computer people here but oc¬
casionally find that we could use one in certain
portions of our research. I was wondering if
during your communication with other compu¬
ter people you would watch for individuals who
might be interested in using their skills and re¬
sources to help develop improved ways of relat¬
ing with nature and the environment. We are
developing integrated agriculture/aquaculture/
pure energy systems for decentralized commu¬
nities, and feel that it’s a shame that many of
your contributors have only games to play. I
think that if the proper individuals would be
interested, the machines could be used to carry
out many useful functions in such a scheme,
such as garden layout planning (input being
companion and antagonism relationships be¬
tween species), solar heater designs for specif¬
ic latitudes, windmill blade characteristics for
various conditions, etc.
If you know of any of your acquaint¬
ances who may have interests along these lines,
or anyone who may have suggestions on how
we could apply computers as resources to what
we are doing, I would be very happy to get in
touch with them.
Yours for a kinder, greener world,
Earle Barnhart For New Alchemy
•D, /rf/rjrmy ■ htiiiAii.
. y/.fJ. :JA,, m ? .
Tfw/t j/fyr. -.Ha C2.J4J
P.S. / use a IBM 360-40, IBM 7090 and also write in
Course Writer III, BASIC, and a subset of PL/I called
W.P.I. All three of these are available through the
terminals.
And also, do you know where / can get a learning
Tic-Tac-Toe program?
I
(j^wtrvs
BviCD * TV. T>|f£Wfc\«TEJ^
I
MORAL2 IF Y 00 ntMXJ. WANT TO DO
SOMCTXINfr ABOOT RESTORING- BALANCE
AMP MARMONV AMONG TME UF£ FORMS
ON THIS RANET, TORN BABYLON OTStp*
rx**w, SCRAPE TW« JV/T OFF IT. A NO -
G/VE IT BACK TV THE /WD/ANSh
S’tarV PMe 43 •*£ 4^
|^"73 CiVcrc-
Rfcfclt) fcowics
BUILD A TV TYPEWRITER
Put Your Message OnThe-ftcraeo.
MISTER ANTENNA SYSTEMS
HowTo Wire A House
TV & FM ANTENNAS
For Best Pictures & Stereo
by DON LANCASTER
This construction project started out as a
very low-cost computer terminal for home
use, but as it went together, we became
aware of the many possible noncomputer
uses for such a device, particularly since it
is priced right. What can you do with a ma¬
chine that puts letters and numbers on an
ordinary unmodified TV set?
Obviously, it’s a computer terminal for
timesharing services, schools, and experi¬
mental uses. It’s a ham radio teletype ter¬
minal. Coupled to the right services, it can
also display news, stock quotations, time,
and weather. It’s a communications aide for
the deaf. It’s a teaching machine, partic¬
ularly good for helping preschoolers learn
the alphabet and words. It also keeps them
busy for hours as an educational toy.
GET THE COMPLETE STORY
The TV Typewriter is a very special
story. Complete construction infor¬
mation, including full-size circuit-
board patterns would require a
long, multi-part article in Radio-
Electronics.
To make it possible for interested
readers to get full details of the
unit and to immediately start con¬
struction, we are making available
a special package of additional
data, including complete construc¬
tion details, more data on how it
works, troubleshooting tables, con¬
nections and other important infor¬
mation. The cost of this 16-page
package is $2.00.
To order your construction details,
send $2.00 to:
TV TYPEWRITER
Radio-Electronics
45 E. 17 St.
New York, N.Y. 10003
I
£VI£VS
Icomputers in Education Resource Handbook
\From: Resource Handbook
Department of Computer Science
University of Oregon
Eugene, Oregon 97403
Price: $10.00, ? pages [we didn’t count them /
Weight: over 3'A pounds.
For those of you that are not aware, Oregon is
one of the real leaders in using computers in
Ischools. There is probably more school com¬
puting per capita in Oregon than anywhere in
the country.
It is finally done. A book that will tell you
Idamn near everything you could possibly want
know about using computers in education.
It was written by a TEAM of experienced teach¬
ers in Oregon. It’s good. It’s complete. It’s
I worth buying.
The objective of this resource book is “to aid
teachers and administrators to increase their
knowledge and understanding of the role and
nature of computers in education”. It’s not a
cover-to-cover reader for everyone. You can
select the topics you are interested in and just
read them. It is anticipated that the Handbook
will be updated in the next 1 2 months (with
|YOUR feedback) and finally republished in
late 74 (it was written in summer of 73). But
[you can buy it now.
It’s Huge. More reading than any one person
Icould read in a week. But it’s complete . . .
Iwow! We didn’t read the whole thing (I can’t
[believe anybody could read the WHOLE thing)
Ibut what we read was good, concise and to the
■point. Most chapters ended with abstracts of
^current articles that you can use for further ref-
Ierence. Some chapters ended with lists . . .
lists of people, places and things that you
should contact for further information.
I
I
I
^Here are the chapter titles and some pf my re¬
actions:
Chapter I - Purpose of the Book.
Chapter II - Computers in Education. A
technical overview along with a huge glossary
of terms pl.us an attempt to answer the ques¬
tion - Why use computers in education? -
good reading.
Chapter III - Teaching about the Computer.
All about teaching computer literacy, com¬
puter programming and computer science.
Even a “how to use the CARDIAC” paper
computer section.
Chapter IV - The Computer as an Aid to
Learning. Use of simulation programs, pack¬
aged programs, and information retrieval sys¬
tems. Pleased to see some time devoted to
junior high computer usage though they don’t&jt
feel much impact has taken place, yet.
Chapter V - The Computer as a Teacher.
Computer Assisted Instruction (CAI) and
overview with some comments on its im¬
pact (little) and it’s future (maybe).
Chapter VI - The Computer as a Classroom
Management Tool. A brief look at CMI
mainly centered on Project PLAN. I was
surprised to see no mention of Comprehen¬
sive Achievement Monitoring (CAM).
Chapter VII - Administrative Uses of Com¬
puters. A quick look at what can be done
with emphasis on how to train adminstators
in the use of computers. A pertinent com¬
ment that administrators don’t need to know
everything but they SHOULDN’T BE
NOVICES EITHER.
Chapter VIII - Computing Facilities. They
used our past issues for reference (plus a lot
of other things) and came up with an out¬
standing chapter. A little about bidding, an
excellent article called “Some Hardware and
Software Considerations” (which we will re¬
print in an upcoming SPECIAL ISSUE), a
lovely commentary on your computer lab
(minimize supervision to maximize usage)
and some good information on computer
networks.
Chapter IX - Computers in Special Educa¬
tion. Nothing written yet. Any of you care
to contribute?'
Chapter X - Surveys. Abstracts of surveys
mostly covering who is doing and how many
schools have computers and how they are
used. Nothing on how effective computers
are in learning.
Chapter XI - Computers in Research.
Chapter XII - Inservice Training. It’s im¬
portance and a brief set of suggestions on
how to teach teachers how to use compu¬
ters.
Chapter XIII- Sources of Additional Infor¬
mation. Books, periodicals, non-print ma¬
terials, places to visit, people to talk to, ma¬
jor nrruprtc a rnnwlpte list o f resources
One criticism. No mention of any evidence that
computers are EFFECTIVE in improving kids
learning or understanding. If such evidence is
available, I wish someone would let me and the
authors know about it. Such information would
add frosting to this cake of a handbook. It
would also help those poor souls who are trying
to justify computer acquisition and run into the
“cost effective” freaks that are frequenting
school boards these days. (No offense gang, it’s
just hard to justify a computer these days on a
cost effective basis with no evidence that it IS
cost effective.)
I Computer Conversations (Speaking in BASIC)
Ten Most Wanted
Natural Numbers
$500 Reward
Teachers, Junior and Senior High:
Looking for a set of programming problems
for your students with a high interest value,
lots of challenge, and wide ability range? Ther
this collection may just be the starter set you
have been looking for.
We say “starter set” for several reasons. The
problems (41 of them) are on 5x8 cards, henc.e
easily added to, rearranged, filed, grouped by
types of problems, etc. You can give the wholJ
deck to the students and have them choose
problems to work on, or post one a day or one
a week on the bulletin board in the computer
room (i.e. “Problem of the Week”). As you or
your students think of problems, they can be
easily added to the deck. In fact, we would
like to suggest that as problems are added, you
share them with the authors and others (may¬
be through PCC?).
If you’re starting, in the middle and even if you
THINK you know it all, get this Handbook -
it’s excellent. LeRoy
I
I
I
Most of the problems are in the category of
“Number Theory”. For example:
Problem #6:
“If the sum 1+2 + 3 + ...+ Kisa per- |
feet square (N^) and if N is less than 100,
what are the possible values of K?”
Some have a very practical twist. For exam¬
ple: I
Problem #21 :
“There are 10 simple animals in a labora¬
tory culture and enough food for 1000
such animals at time zero (the present). |
Every hour, the population doubles and
enough food is added to the culture to
feed 4000 more animals than at the pre¬
vious hour. When, if ever, will the popu¬
lation outgrow the food supply?” |
We did not find any problems that required
more than a knowledge of simple algebra.
Most require only some logical thinking. Some
are easy enough for the beginning programmer.!
Others are quite challenging.
The Teacher’s Guide contains listings of sug¬
gested programs (annotated) with some hints
on how to use the cards.
One thing we found for sure. Any student who
attempts a number of these problems will come
out with a thorough knowledge of loops, nested
and otherwise!
Jim Norton
From: The Math Group
5625 Girard Ave, So,
Minneapolis , Mn 55419
I
Price: Cards: $3,00 per set
Tchr*s Guide: $2,00 each
Add 15$ Postage & Handling -dj (
for each item.
4t x M M £ 4# .1
(ZON
A1
I
In Which Max and Minnie Meet Scramm
The Adventures of TAXMAN =
[Ed. Note: See PCC Vol. 2, No. 1 (September 1973), Page 6 for an explanation of TAXMAN, HANDTAX, TAXMAX, and TAXMIN.]
Dear Max,
Keep your chin(s) up - we found out how you can get the MAXIMUM score for the list with ten numbers (your score is 40,
the Taxman's is 15).
HANDTAX shows how to do it.
1 3 2 5 4 3 1 5 2 4
You get 7 + 9 + 6+ 10+8 = 40; the Taxman gets 1 + 3 + 2 + 5 + 4= 15.
And here's a way to prove it's the maximum score.
The Taxman must get at least half the numbers in the list (i.e. at least 5 numbers) since he has to get at least one factor every
time you choose a number. Therefore, you can get at most 5 numbers. Since you are able to pick the largest 5, you have the
maximum !
We have formed a chapter of the Society for the Creation of a Routine Appropriate for Max (SCRAM). We are enclosing our
charter and membership information.
Hoping you can get all that's coming to you,
SCRAM
Dear Minnie,
We find your problem to be of great interest to us. We have discovered how to get the MINIMUM score for the list with twenty numbers (your score is 40,
the Taxman's is 170).
HANDTAX shows how to do it.
132543152 4 T T T
**SX.:K(D(7)<i)(§)<J§)l1 12 13
T T T T
14 15 16 17
T T T
18 19 20
And here's a way to prove it's the minimum score.
The integers 1-5 are in the first quarter of the list; 6-10 are in the second quarter; and 1 1-20 are in the second half.
1 2 3 4 5
Firs t^quar ter
11 12 13 14 15 16 17 18
Seconcrfialf
19 20
_ J
If an integer m from the second quarter (6-10) is never chosen by you, then you will have to take either n1 = 2*m which is always in the second half, or
n2 = 3 *m which may be in the second half. Notice that 4*m is always too large to be in the second half of the list.
Conversely, choosing an integer r from the second half can eliminate at most two factors (Sj and s2) from the second quarter (and maybe some some fac¬
tors from the first quarter). This would mean that r = 2*s1 and r = 3*s2 . But then s1+s2<r so you would always get a smaller score by choosing s1
and s2 (if you could) rather than r. Therefore, the lowest possible score must be at least the sum of the integers in the second quarter - in this case, the
lowest score must be at least 6 + 7 + 8 + 9+10 = 40.
But we were able to play TAXMAN giving up all the integers except those in the second quarter for a scoVe of 40! Therefore, we have found the minimum
score.
We have formed a chapter of the Society for the Creation of a Routine Appropriate for Minnie (SCRAM). We are enclosing our charter and membership
information.
Hoping you can accumulate as little as possible,
SCRAM
[Ed. Note: What SCRAM is really saying to Minnie is that if you didn’t take 6 or 7 or 8 or 9 or 10, you would have to take
12 or 14 or 16 or 18 or 20 (twice what you didn’t take) and that you’ll always end up with a higher score by doing it that way.]
[Ed. Note: It seemed a heavy burden, indeed, to have to inform the SCRAM chapters that
their choices of names were ambiguous (one was formed for MAX, the other for MINNIE).
But I noticed an incredible coincidence -- the strategy used for TAXMAX with a 10-number
list was identical to the strategy used for TAXMIN with a 20-number list!! I have forwarded
this observation to each SCRAM chapter along with the suggestion of the formation of a
joint group, the Society for the Creation of a Routine Appropriate for Max and Minnie
(SCRAMM).]
ri&ORi I)
++++ OFFICIAL TAXMAN COUPON ****
□ Enclosed are hints, stategies, and results
from plays of TAXMAN.
□ I wish to join my local SCRAMM.
□ I want to form a local SCRAMM. Please
enclose the charter and membership in¬
formation.
□ I am enclosing $ to support an inter¬
national SCRAMM drive.
NAME:
ADDRESS:
Mail to: TAXMAN
c/o PCC
P.O. Box 310
Menlo Park, Ca 94025
Try some other lists for Max and Minnie -- in
particular, try a list for Max and then play
TAXMIN with a list that is twice that size.
Friends ,
We are deeply gratified by the progress
you have made . It is our sincere hope
that our individual problems may in
fact be somehow connected and that
through a joint SCRAMM effort they
may be solved. Thank you for your
support.
Curses! So Max and Minnie
are joining forces. But there
are complications (sneer)
they've never dreamed of -
chortle, chortle.
What is the connection between TAXMAX and
TAXMIN? Was this just a coincidence or is it
the beginning of a lasting relationship? What
complications might the TAXMAN have in
store for our heroic couple? Be sure not to
miss the next thrill-packed issue!
L\XK Y
Examples of two dimensional
designs with circular symmetry.
Such can be turned out in great
^Variety and with very little both¬
er using computer graphics.
Dear Pam ,
Thank you for the chance to express some thoughts on computer art and its future .
My academic background is in mathematics and my present job is not directly in¬
volved with computer graphics. But I have been interested in its esthetic possibilities
for three years and presently have access to a DatagraphiX 4460 Computer Output
Microfilm (COM) recorder. This is operated offline from tapes generated by an IBM
7094 computer in a strictly batch processing environment.
I think that electronic graphics devices offer more esthetic potential than mechanical
plotters because of their much greater speed and because of their greater variety of
graphical effects subject to program control. For example , the COM recorder lam
now using plots a vector on 16 mm film in about 4 milliseconds , and there are four
choices of line width and four choices of line intensity. Color is already available
at some installations (see Popular Science , February , 1973). High costs and the
difficulty in getting large prints are present drawbacks to COM. But the great speed
of electronic displays allows the generation of numerous modiciations of a design
or the direct production of animated films.
*
For example , when I first program a design I make certain features variables which
are to be read in from data cards. These features may include line width, a starting
seed for a sequence of random numbers, placement and relative size of components,
a view point for perspective representations, the number of points on a star, and so
on. In one computer run each such set of design parameters is acted upon by the
program which advances the film and makes separate plots. Thus simply adding
data cards produces entire new variations. Of course in the debug stages an inter¬
active terminal display of these variations would be a great help. This parametri -
zation of designs and the resulting ease of total modification is a distinctive aspect
of computer art and permits the “mass production” of different prints. A com¬
puter artist could market his work as an edition of unique prints.
Ido not think computer graphics can enter into and compete with most painting
traditions, with the possible exception of certain hard edge or linear styles. But
it should be increasingly applied in areas of commercial art such as advertising,
fabric design, educational illustration, and architecture. Uniform coloring of an
area with plotters is technically difficult and I feel computer art would be more
impressive if there was more manual and photographic modification of the output.
Collaboration of commercial artists and programmers should be productive.
Ido think that computer graphics makes possible whole new modes of esthetic
expression that will produce dazzling visual experiences in the coming decades.
Computer animated geometrical designs are a well known example. The color
film Permutations by John Whitney and Jack Citron is an impressive sequence of
transforming mandalas. Newer technology makes such work easier and lam sure
there are more recent examples I haven’t seen. For cost reasons I haven’t made
a film using COM but the basic programming is simple in principle — in a large
loop an image is incrementally transformed, plotted, and the film is advanced one
frame.
I expect to see more interpretive color displays of sound (music) on home tele¬
vision screens. Perhaps all present attempts use analog methods; but digital pro¬
cessing in the conversion of sound to an image might be tried. Digressing here, my
guess is that a clever real time visual display of vocal sounds would give a deaf child
the understanding of speech and the feedback to learn to speak. This might be
the fastest way for anyone to learn to speak, and if the display included the letters
spoken (a difficult programming feat given our present language and spelling) one
might learn to read at the same time, at a very early age. In any case this present
ability of the mind to express itself instantly in pictures suggests possibilities of
some higher order visual communication system evolving. Such a language of light
could use the full capability of the retina ( e.g ., parallel processing) rather than using
it as a model of the ear as a printed phonetic alphabet does. I don ’t have the
technical background to work in this area now; but it’s fun to speculate about and
if I ever return to school I may get into it.
Hypercube Dilation. A demonstration of animation possibilities in 4 frames. Seven cells
of a 4-dimensional "hypercube" are progressively contracted about their centers and pro¬
jected into three dimensional space. An easy program if general geometrical subroutines
are available.
Another new artistic medium made possible by the accuracy of computer graphics
is stereoscopic art. Stereo pairs of drawings are easy to produce — one just plots
two projections from displaced eye positions. Although the first stereoscopic images
seen were manual drawings by Wheatstone , the drafting difficulties prevented any
important artistic applications and the whole idea became associated with photo¬
graphic ultrarealism. A stereoscope should be looked upon as simply a device to
present separate images to the eyes, and these images do not have to be restricted
to separate views of a single spatial configuration. The most promising idea here
is to use “binocular rivalry” effects. This is the presentation of unmatched and
conflicting colors and contours to corresponding parts of the left and right retinas.
Reactions are very individualistic and color rivalries can cause the appearance of
lustre, alternations of colors, or even the additive light mixture of the two — an
effect much sought by the impressionist painter. Dynamically changing perceptions
produced by binocular rivalry are the experience of processes in the visual cortex
at the back of the brain, processes that search for a unified interpretation of the
stimuli. Work in “binocular art” is going to be esthetically difficult (e.g., avoiding
visual discomfort) and quality presentation requires a 35 mm stereo slide viewer.
Still this is something I would particularly enjoy experimenting with in the future.
Some simple stereo films have already been made using COM. But imagine the
possibilities of a full color stereoscopic film with music and rivalry effects in the
images. This could be a fantastic neurological excursion.
Most of my effort in computer graphics has been in the development of general
programs to assist in the production of line drawings — not in the actual production
of such drawings . The result is a package of FORTRAN subroutines with such
capabilties as reflection, rotation, duplication, cross sections, automatic viewpoint
selection and scaling, hidden line deletion , and a repertoire of stored polyhedra.
All procedures work for two, three, or four dimensional figures and are independent
of any particular graphics device except for a single statement. These programs
are particularly suited for esthetic and educational uses of plotters and I hope I can
find another job this year that involves a continuation of this work or other graphics
applications. Also I look forward to more experimentation and production of com¬
puter art itself, preferably in collaboration with artists or photographers. Program¬
ming as it is, I see computer art as a disciplined undertaking, and requiring the
efficient use of expensive machines. Eventually it may be easier and cheaper.
But even with the present technology I believe computer art has the capability
to generate the most exciting visual experiences of the twentieth century.
Daniel W. Van Arsdale
5361 Perkins Rd., No. 5
Oxnard, California 93030
I
the films of JOHN WHITNEY
16mm sound films
Title
Permutations
Osaka 1-2-3
Matrix
imovwo I
Minutes
7
3
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6
All are in color, except Osaka 1-2-3.
Pyramid Films
Box 1048
Santa Monica
California 90406
_ 7r.r
Price
120.00
40.00
100 on
Jew
Rental
10.00
10.00
10.00
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SIGNED /T*
The marvel of the modern computer need not ob¬
scure the probability that even smaller and more ver¬
satile graphic systems lie ahead. Nor the probability
that future generations of artists will know better
how to use these systems.
I have tried thus far to present a different, hope¬
fully an unexpected introduction to my work in order
to stress that it is not a film art like any of the forms
of film art that are established and well-known today.
I could say that what I am doing is more akin to mu¬
sic than to film art. but that too evokes preconceptions
that 1 wish to avoid. All that my work has in common
with music is. let us say, this patterning of various
periodic phenomena in time.
With the computer as an animation tool, however,
its mathematical determinants have led directly into a
new world of integer ratios and algebraic functions — v
harmonic phenomena which express themselves
graphically. L/
First of all, since the computer positions and
shapes any graphic object by x-y coordinates it be¬
comes the most natural way to position and move
objects by way of some dynamic numerical functions
of x and >\ Immediately harmonic functions come to
mind with regard to moving objects relative to each
other. Thinking of graphic form, since it all must be
expressed in.Y-v or polar coordinates anyway, impels
one toward number functions.
It is ironic, to say the least, that most artist experi¬
menters with computer graphics thus far have sought
ways to circumvent the imposing fact that all their
graphic conceptions must be translated into number
functions. After resisting this rather tedious reality
for some time myself, I have come to welcome the
mathematical basis of computer graphics because of
the structural advantages I have discovered thereby. I
have come to accept the numerical problems which
are natural procedure with my computerized tool.
Now I find that this very acceptance has opened the
door to a new world of visual design in motion whose
true essence is digital periodicity. But for some details
that are not important, this is much the same world
that the composer has known for at least a thousand
years, composing audio design periodicity.
The first illustration (fig. 1) is a series of frames
from the computer generated film, PERMUTA¬
TIONS. * These frames were selected fiom much
longer sequences in the film in order to illustrate
what might be termed periodic visual harmonics. In
each frame, there are two hundred and eighty-one
points which move about the motion picture field
according to a set of instructions in a graphic pro¬
gram which were input to the computer. The program ^
instructions say, in effect: Starting at the center of (
the screen, step to the right a computed distance and y
move in an arc around counter clockwise so many
computed angular degrees and place one point. From
there, compute a new radius distance outward and a
new theta arc around and place another point. Now
repeat this procedure again and again to locate a total
of 281 points. This takes about a second or two com¬
putation time on the computer to produce only one
frame of the motion picture. Each frame is slightly
different because some of the parameters of the in¬
struction equation are changing with each new com¬
puted picture.
Fig. 1.
INFORMATION PROCESSING 71 - NORTH-HOLLAND PUBLISHING COMPANY (1972)
Invited Papers Sciences and Humanities
A COMPUTER ART FOR THE VIDEO PICTURE WALL
John H. WHITNEY
600 Erskine Drive, Pacific Palisades, California 90272, USA
n
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Fig. 2.
I
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PERMUTATIONS 7 min. This film is available from the
Museum ol Modern Art, New York or Pyramid Films, Box
1048, Santa Monica. California 90406.
D 1
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§
□
Do
!•
- ■ a
□
□
■ ‘
■
if’
If you were to watch the picture on the screen 24
new pictures a second are displayed and you can see
changes taking place sometimes very rapidly and
sometimes quite slowly. This rate is determined by
the size of the incremental steps, or the parametric
changes, as they are written into the basic equation.
Points seem to be scattered around in a circular area
randomly at one moment. But at certain moments
they all seem to fall in line to make up some simple
rose curve, symmetrical figure; sometimes it is a three
lobed figure, or ten or four or two Iobed figure.
These action sequences proceeding from order to
disorder and back to ordered patterning, suggest a
parallel to harmonic phenomena of the musical scale.
In an aesthetic sense, they have the same effect; the
tensional effects of consonance and dissonance. The
scattered points fall into some ordered symmetrical
figure when all the numerical values of the equation
reach some integer or whole number set of ratios. The
effect is to subtly generate and resolve tension which
is similar to the primary emotional power of music
composition. Incidently, the link between mathemat¬
ics and music having been remarked, it is particularly
the whole number hantonic ratios which support such
suppositions.
It is unfortunate that the static illustrations to this
text do not begin to show what is already a rather
subtle and fleeting experience in the motion picture
film. Musical illustrations to any text on that subject
usually presume that the reader may perform the
illustration if need be. That is, of course, impossible
here. Yet this is the best and simplest illustration I
have so far. This may suggest how a motion graphic
parallel to the harmonic phenomena of music is be¬
ginning to take shape. It is a clue as to how visual
form may be shaped into periodic elements for the
construction in time and space of moving visual ele¬
ments of nascent time-oriented abstract art.
As a second illustration of periodic visual har¬
monic structure, a few frames have been selected (in
the same runner as fig. 1 ) from the film MATRIX.*
Instead of the simple circular pathway of PERMU¬
TATIONS, now, in MATRIX, the pathway is a more
complex orbit which folds around and back on itself
and extends in three dimensional x,y, z, space. (See
first frame of fig. 2.) All action moves along this path
and the visual harmonic principle has become more
sophisticated. Lines and cubes move around this orbit
path in the film, but in this example, I will show
what happens to the cluster of squares. Each square
moves independently of its neighbor. The lead square
has the fastest rate. Each following square is moving
slightly slower. So the squares spread out along their
orbit. The lead square “laps” the slowest moving
square, like cars on a race track. However, chance is
not the controlling factor. The factor of whole num¬
ber ratios is at work here as in the previous illustra¬
tion. Harmonic phenomena dictates that sooner or
later this apparent randomness will be punctuated by
in orderly arrangement of these squares just as the
random array of points in PERMUTATIONS fall into
rose curve patterns. (See last three frames of fig. 2.)
So MATRIX too is another exercise in visual har¬
monic composition. It too, I think, is rather clumsy;
as you would expect from beginning exercises of a
youthful composer's first note book. 1 am not that
young, but I hope you can share with me what prom¬
ise I see in all this.
I
I
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I
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I
I
* MATRIX 6 min. This film
Modern Art, New York or
Monica, California 90406
n is available from the Museum of I
r Pyramid Films, Box 1048, Santa I
J
Y> coups; for. More
•Jo A«oaT~ |k>W Tc bVA'/E A i-sA BNAfe.
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FEIOJWSUU-A >£*=»•_,,, ^ Qu«,
*J> BcNlMSiU-A IVA£ I HE KAO F^R)C/4t<»!
Scikip
• O Introducing Pong Doubles O l
and other computer games
ms
AT
'l ^
A
ill,
11
IS
Do you like to play? I guess we all do.
PCC was invited to bring its computer games
to an event organized by Stewart Brand and
Pat Farrington. The event being a collection
of weird games and activity open to participa¬
tion by those admitted ($2.50 a day) to the
Gerbode Wildlife Preserve October 19-21.
Friday morning we loaded the dragon
and my double cab pickup with: a HP 9830,
1 3 game tapes, public caves tape, reversi,
tooter, and other fun stuff, food, a cooler,
propane stoves, tables, sleeping bags, not
enough tents, my experimental hang glider,
and the gang of us: Bob, Pam, Dave, Howie,
Marc, Shel, Wally, Lois, Fred, Chiqui, and
two bottles of fine Sherry. We arrived at a
small grassy valley surrounded by hills, wind,
and incoming fog. We unloaded at a cluster
of hyperbolic' tent structures. An Army
power generator supplied our a.c.
Games and such were in progress,
spread out here and there in the distance.
I’ll just mention some of the many we
observed and/or joined in: a fine demonstra¬
tion of Aikido, furious boffing, volleyball
with variations (simultaneous serving),
string kites and helium balloons dancing in
the sky, Manta Rogalio wings descending
from the hills, 1 00 people rope tug-of war
across a gully, six foot diameter eartnoail
game-knocking the world around, new
frisbee demonstrated, Mexican stand off,
a rough game of Do Do Do-an ancient
Tibetan game which is a combination of tag,
tackle, and safety zones, capture the flag, . . .
Four Generations had a tent with a
variety of quality board games: Old Mill,
Impasse, Go, Go-muku, Parchesi, Karma,
Nine->in-row, chess, etc. Pacific High/Hog
Farm ran a soup and sandwich shop. Satur¬
day nite Gary Snyder explained and started
the Bone game, a traditional Northwest
Indian guessing game accompanied by chant¬
ing and energetic psychological confusion.
In the same area with our computer
games of the keyboard & paper printout
type were several very popular TV screen
display computer games: Pong, Pong Doubles,
Spacerace, and Gotcha (these are manufac¬
tured by ATARI 1 4600 Winchester Blvd.,
Los Gatos, Ca. 415-374-2440). Spartan
International brought some TV spacewar
games and the Diplomacy board game.
T’was a fun time for the 800 or so
enthusiasts there that sunny Saturday.
High winds and wet came during the
night. Sunday the event was cancelled.
We packed up and left tired. Yet as we
rode home we chatted merrily about the
games we had enjoyed most.
— Fred Moore
The New Games Tournament is a project of POINT (a nonprofit educational foundation
in San Francisco). Organizers of the event are Stewart Brand and Pat Farrington.
m±e
Special PCC -
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E AriT H SCIENTISTS DISCOVER GIANT ICKY THINGS OOZING GUCK WrtICn<WHO>
WANT O'JH WOMEN AND AKE NOT AT ALL KAOIOACT I VE AND
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On Computer-based Learning/Living
and Information Exchanges
In interactive tMeiler
tern Un
r
Northwestern University - Coi
r\
mss ^
2033 Sheridati Ed f
Evanston II. 10201^
v»i,.TAX»»“a,V' ^
WHEN: November 26, 1973
9 a.m. -- The Learning System. What
we're talking about. Learning
exchanges, etc.
10 a.m. -- The Computer's capabilities.
What it can and cannot do. How
it all fits in.
11 a.m. -- Discussion of existing and
planned systems, Marian Park,
Evanston Learning Exchange.
12 noon — Lunch. Bring your own in
a bag, or go to any of a num¬
ber of convenient spots.
1 p.m. -- Round-table discussions and
some strategy sessions for the
Chicago area. Ending about 4. «,
6:30 p.m. -- Recapitulation for all who
who could not attend the day¬
time sessions. E70 Seminar.
B ' “7 \
(See page 7J
PARTICIPATION: The number of participants
must be limited to about- 50, because
of the facilities available. Partici¬
pants may call 492-5367 for more in¬
formation. Registrants will be asked
to pay $5.00 each, and will receive a
packet of background materials (includ¬
ing Illich's Deschooling Society, The
Learning System article and other good¬
ies).
Simulation Gaming News, an Alohn and
Hyer publication, is issued five times a year
(every other month except in the summer).
Subscriptions are S4 for five issues, and checks
(not purchase orders) should accompany
subscription requests. Zip codes also should be
supplied. Advertising rates and specifications
are available upon request. Communications
should he addressed to S/G/N, Box 3039,
University Station, Moscow, Idaho 83843.
STD.«Y * 8 7
EAHTH FALLS INTO THE SUN AND EVERYBODY DIES
THE END
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There’s this great magazine, see,
and it’s published in London monthly.
A one-year subscription is $9.
Send your name and mailing address to:
GAMES AND PUZZLES MAGAZINE
Box 1176, Palo Alto, Ca. 94302
(don’t forget to send the nine bucks)
Sample Issue? Send $1
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page
XIV
by marc le brun
[Each issue we will present an “advanced” programming technique:
with explanations, examples, programs and problems. We welcome
suggestions for topics of interest to you. ] -
tfBBGGBa)
ADDRESSING THE QUESTION
This time around we will build on an idea mentioned in this column
in the May ’73 issue; the idea of an address. To recap briefly, we
imagine that numbers stored in the computer live in boxes (some¬
times called cells), and that the address of a number is a name for the
box that contains that number.
For example, the letter “X” is the address of the value of the variable
X. For instance, if a program has a line that says
100 LET X=61
then when the computer does this line the result is
X
f
61
ADORE IS VM-UE
In this article we will be thinking about the addresses in arrays. An
array is kind of like the name of a street, and the subscripts are simi¬
lar to the numbers of the houses on the street.
Here is the array A:
APQQDODaoa
9
-V - - -
addresses
We could go on like this for two-dimensional arrays, where we have
1st street, 2nd street, and so on. However there is a neat thing we can
do with two-dimensional arrays that makes them into one-dimension¬
al arrays!
Here is how it works. First we will start with a 3x3 array (which we
will call B).
□ □ □
»,t hi
■ B □ Q □
V hi i»y
□ □ □
V >ji h)
Notice how we use two numbers for each address. Now here is the
trick: we go through and number each of the boxes with a single
number like so.
□ □ □
* l 3
□ □ a
H C t
D □ O
’ » 9
(You have seen this trick before: have a look at a calendar.) Now we
can rearrange the boxes to make a new array (good old A) like so.
O.K. Now we didn’t have to number the cells in B the way we did.
We could have done it this way:
□ □ □
r h nr
□ □ □
*» C* f
□ □ a
* * j
Of course, we now need a different expression to get the A address
from the B address, and here it is:
J = 3*(I2 - 1) + II
Notice that this expression is almost the same as the first one. This
is because our second method of numbering was very similar to the
first.
We can use any method of numbering we want (diagonal, spiral, or
some wierd way that doesn’t even have a name).
For each numbering method we will get a different expression. These
expressions (which are called addressing functions) all have one thing
in common, they take a many-number address and turn it into a one-
number address.
Now the neat thing about numbering methods and addressing func¬
tions is that they can be used to turn any structure at all into a one¬
dimensional array! This means that we can think of values as being
arranged in any shape we like, and then use an addressing function to
convert our addresses into ones the computer can understand, in this
case one-number addresses.
Here is another example. Suppose we wish to think of some values
as being arranged in a 2x2x2 cube:
•wjk
•T*
• • • *
JL-- v*' i w
o . a
Now if we number them as follows:
♦
rfVWV
v Ad □ □ Q □ □ □ □ □
A/c*At>o*Ms I X3HT4 Til
£>U> ADO&<{ 1 ».*. 1,1 t#«, ,#| Z u 3jJ
Now the question is, given the old address (11,12) in B, what is the
new address (J) in A? The following is an expression which will find
J tor us:
J = 3*(II - 1) + 12
Let’s try it out: the middle cell in B has the address 2,2. It’s address
in A is
3*(2 - 1) + 2 = 5
Vj--^
l _ _ / t 1
Q~r*“0* I
I | tJ, S JL,*
.rT- . -LT
we get the addressing function
J = 4*(I1 - 1) + 2*(I2 - 1) + 13
Just to check: the cell in the lower right hand corner of the front of
the cube has for it’s address 2,2,1 so we get
J = 4*(2 - 1) + 2*(2 - 1) + 1 = 7
(Here is a problem: can you find a general addressing function for
g|g n-dimensional “rectangular” arrays having dimensions dt ,dp, . . . , dn?|^^
>v!;X .•>»!•!•!•
v.w.v
1000 REM *** CUBE ADDRESSER ***
1010 LET J=4*CIl-l >+2*<I2-l )+I3
1020 RETURN
Then the following program would store the numbers 1 to 8 in the
“comers” of the “cube” according to the numbering method we used
above.
10 DIM AC 8 )
100 FOR 11=1 TO 2
110 FOR 12=1 TO 2
120 FOR 13=1 TO 2
130 GOSUB 1000
140 A(J)=J
150 NEXT 13
160 NEXT 12
170 NEXT II
Of course, this is not a very interesting application. The above exam¬
ple is to show how we use the addressing function:
• first we convert our address to the computer address,
• then we use that address to operate on the values in the
structure.
Now this method works just as well for any sort of structure. Here
is an example:
Suppose we are storing the distances between cities in an array. One
of the things we might notice about this array is that all the cells on
the main diagonal contain a ^(because each city is always ^distance
from itself) and that the array is symmetrical about the main diagonal
(B(I,J) = B(J,I)) (because Chicago, say, is just as far from Boston as
Boston is from Chicago).
*2£i
4 ♦ 4j
♦ ♦ +
ill
HH
M
all
E
c*io**Q @ Q
o
IB
Now if we just stored the distances “one-way” we would cut the
amount of storage needed by more than half. If we have say 50 cities
this is quite a bit!
Here is the.structure that we get by chopping off the useless or redun¬
dant cells.
cut
along
dotted
line
□
□ ID
V'—'-WW
U
□
re *.%•
a
□ID
Now we can number this “triangular” array as follows:
D
□ □ □
H f C
□ Q
vm u**t
□
utr
J = (II - 1)*(I1 - 2)/2 + 12
And here is how we would look up the distance between city Cl and
city C2.
5000 REM *** CITY DISTANCES ***
5010 IF C 1 >C2 THEN 5080
5020 IF C 1 <C2 THEN 5050
5030 D=0 OlVTAfdCS CF C1T1 FK*h
5040 RETURN
SWITCH S0ft5t*t?f5 IF C tu.
CfpPtQ oFF
5070 GOTO 5100
5080 I 1 =C 1
5090 1 2 =C 2
5100 J=<I1-1 )*(Il-2>/2+I2
51 10 D=A< J )
5120 RETURN
5050
5060
I1=C2 V
I2=C 1 )
You will find that addressing functions will give you a lot of freedom
in how you think about data structures. Here are some other struc¬
tures you can try out these ideas on. See if you can figure out the ap¬
propriate addressing function for each one.
M.
*.l ••••
a d
3.*
1,1
n
□ □
>.H
' S'*
□ p
i.t
0 0
X v* y «♦,*
n 0 n
3.1
o
/ V
p
q . -q — n
T vry4 ijfV
j o-~i— □ !
! '*T s* i
d — * — -Q
£
t »
Q—
a
v.d p. ‘q.
flDDfl-P
‘□no
3,4 \g/v«
You will notice that all of the structures we have used in this article
have some sort of regular pattern. Next issue we will talk about how
to do addressing on structures that are
0 unmannerly
21 shabby
El £>ind-moggling
□ easy to implement in BASIC
E) <pn/j £ (j)(n)^
If you have any questions or suggestions concerning this column,
send them along with a stamped self-addressed envelope to:
HACK-MAN
c/o PCC
P.O. Box 310
Menlo Park, Ca 94025
and I will be happy to send you a deluxe individualized reply/*
ERRATA . - - . . .
Last issue, / gave you an incorrect expression for Q.
The correct expression is:
Q = J - P*K + K
Thanks to F red Moore for pointing it out, and sorry
about that folks! (Next issue I will tell you why /
made this particular error, and will even blame it on
somebody else [naturally] !)
Parry Encounters the Doctor
fa
Reprinted with permission of DatamationXU Copyright 1973 by Technical Publishing Company, Greenwich, Ct. 06830
Conversation between
a simulated paranoid
and a simulated psychiatrist
The rising interest in resource-sharing
computer networks is easily detected
by the rapidly increasing literature on
the subject.1 One very visible and thus
far successful project is the arpa (Ad¬
vanced Research Projects Agency)
Network.- This packet-switching com¬
munications network now intercon¬
nects over 40 computers at almost 40
sites.
An essential goal of the Arpanet is
to share resources. Of the many pro¬
grams and data bases available, two
seem very appropriate to interconnect:
1 ) Parry , a simulated paranoid; and 2)
Doctor, a simulated psychiatrist.
Parry is the psychotic brainchild of
Dr. Ken Colby (Stanford Univ.). The
motivation behind Parry’s genesis in
1964 was the desire to understand and
model the belief system of paranoid
psychotics. Colby chose to have this
model made externally visible through
natural language interrogation by a
human agent (e.g., a psychiatrist).
The goal of modeling paranoid belief
systems has been successfully realized.
Parry is equipped with a complex be¬
lief structure which relates “self” to the
threatening and vindictive world (as
Parry sees it).
Not so easy, however, is the imple¬
mentation of natural language com¬
munication between human and pro¬
gram. Colby has found himself forced
to tackle a formidable “side issue”:
getting a program to understand natu¬
ral language input. Parry uses a seman¬
tic pattern matcher rather than a
phrase structure grammar to achieve
understanding of sentences typed into
it. The belief structure is searched to
determine Parry’s understanding of the
input sentence.
If Parry believes it understands the
sentence, it produces a canned re¬
sponse appropriate to the question or
statement presented. Otherwise, Parry
will say something noncommittal, but
relevant to the context of the present
conversation. Because Parry generates
sentences from a canned menu, it is
capable of producing complex and
convincing statements, much like those
grammar is largely dependent on its
ability to match the syntax of the sen¬
tences it sees. The version used in this
experiment was an old one with a rath¬
er limited set of syntax matching rules.
The surprising thing is that while Doc¬
tor exchanges very little information
with the conversant, the resulting con¬
versation bears close resemblance to
many human conversations (which
have the same informationless proper¬
ty).
These two programs were running
respectively at the Stanford Univ. Arti¬
ficial Intelligence Laboratory (on a
dec pdp-10/pdp-6 under a locally
modified version of 10/50), and at
Bolt Beranek and Newman, Cam¬
bridge, Mass, (on a dec pdp-10 under
tenex). They were joined through a
program running at the Univ. of Cali¬
fornia at Los Angeles (on an xds Sigma
7 under the locally produced sex oper¬
ating system).
The transcript which follows is the
verbatim conversation which occurred
when the input and output of Parry
and Doctor were cross-connected
through the arpa Network. The reader
should not consider the result to be
anything but a source of entertain¬
ment. No scientific or research intent
was in mind, except to find out wheth¬
er the mechanics of connecting the
two programs could be worked out.
(“*” represents Parry. “Comments”
are the author’s.) The conversation be¬
gins with the Doctor’s opening greet¬
ing:
Good Evening.
Tell me your problems, Please termi¬
nate input with a period or a ques¬
tion mark.
* People get on my ’nerves sometimes.
I am not sure I understand you fully.
*You should pay more attention.
Suppose you should pay more attention.
*You're entitled to your own opinion.
What makes you think I am entitled to
my own opinion?
Comment: This has to be the most
persistent and patient paranoid I
have ever encountered.
Please go on.
*Do you know anything about book¬
ies?
What makes you think I know any¬
thing about bookies?
*A bookie didn’t pay me off once.
What does that suggest to you?
*1 beat up the bookie who did not pay
off, and I thought he might use his
friends in the underworld to get even
with me.
What else would you like to discuss?
*What do you know about racketeers?
Why do you ask?
*What experience have you had gam¬
bling?
Why does that question interest you?
*1 like horseraces.
What else do you like?
*1 know the mob controls the big rack¬
ets.
Who are you really talking about?
*Have you ever really thought about
the MAFIA?
Suppose you ever really thought about
the MAFIA?
* Let’s talk about something else.
I am not sure I understand you fully.
* You keep asking me the same things,
why not change the topic?
In what way?
*What do you mean?
Why are such questions on your mind?
*1 thought I told you, people get on
my nerves.
Your nerves?
by Vinton Cerf
Do you wish that you did get I?
*It’s about time you showed some in¬
terest in my feelings.
Oh? I showed some interest in your
feelings?
Comment: Must have been an acci¬
dent . . .
*1 will help you if I trust you.
Do jfou wish that you trust I?
* Maybe yes, maybe no.
You don’t seem quite certain.
. . . Excuse me for just a minute. Sorry
to have interrupted you, please con¬
tinue . . .
* Really?
Please go on.
*In my opinion you have a one-track
mind.
What makes you think I have a one-
track mind?
Comment: You ready for this?
*1 used to go to the track every week.
What does that suggest to you?
*1 avoid racetracks now because the
races are fixed.
Is that the real reason?
*I’d rather not discuss it.
What else would you like to discuss?
*That’s something I don’t want to go
into.
Does that trouble you?
*1 went to the races.
Why do you say that just now?
* It's none of your business.
Why are you concerned over my busi¬
ness?
*1 don’t confide in strangers.
of its tlesh-and-blood counterparts. At
present. Parry appears to understand
about 70rr of the sentences presented.
A new system may be able to under¬
stand 80-85%. Human patients appear
to understand around 95% of the con¬
versations in which they engage/1 *
Doctor is a close relative of Eliza 4 a
natural language program invented by
Prof. Joseph Weizenbaum of Massa¬
chusetts Institute of Technology. Eliza
was created around 1965, partly as an
experiment to see how closely a trans¬
formational grammar could model hu¬
man conversation. Using the same
principles, Weizenbaum constructed
Doctor. Essentially, these programs
accept sentences and, when possible,
produce new sentences from them.
For example, if the sentence “Do
you know anything about bookies?” is
presented, Doctor may respond with
“What makes you think I know any¬
thing about bookies?” What happens is
that Doctor sees a sentence of the form
“Do you X?” and produces “What
makes you think I X?” This is the
essence of a transformational gram¬
mar. ^
Of course, if Doctor cannot match
the syntax of a sentence, then it must
punt. There are two possibilities: 1)
say something noncommittal, such as
“Please go on.” or “What does that
suggest to you?”; 2) recall an earlier
match and refer to it, for example:
“How does this relate to your nerves?”
where “nerves” was an earlier topic of
conversation.
Although no strong attempt is made
to make Doctor understand the input,
in Parry’s sense, Doctor can respond
sensibly. For example, on seeing “I
hate my mother.”, the Doctor might
say, “Tell me about your family.”
The success of the transformational
*It bothers me just to be around people
in general.
Please go on.
*1 went to the track at Bay Meadows a
while back.
What does that suggest to you?
*1 went to the races.
What else would you like to discuss?
* Horseracing interests me.
Why do you say that just now?
*There’s a lot of crooked gambling
going on there.
I am not sure I understand you fully.
* It’s clear to me if not to you.
Do you think it’s likely that not to I?
*1 went to the races.
Please go on.
*1 gamble on horses.
What does that suggest to you?
*1 went to the races.
What else would you like to discuss?
*Gambling has been nothing but trou¬
ble to me.
Why do you say that just now?
*I’ve had experience with crooks gam¬
bling at the track.
I am not sure I understand you fully.
*Tve already told you enough about
that.
Oh? I enough about that?
*1 went to the races.
1. Rustin. Randall (ed.). Computer Networks,
Courant Computer Science Symposium 3. Pren¬
tice-Hall. Inc.. Englewood Cliffs. N.J.. 1972.
2. Roberts, L. G.. and Wessler, B. D., “Computer
Network Development to Achieve Resource
Sharing/’ A Ft PS Proceedings, Spring Joint
Computer Conference, 1970.
3. Colby, K., “Artificial Paranoia,” Artificial In¬
telligence — an International Journal, Vol. 2.
1971. pp. 1-25.
4. Weizenbaum, J., “eliza — A Computer Program
tor the Study of Natural Language Communi¬
cation between Man and Machine,” Communi¬
cations of the ACM, Vol. 6, No. 3, March 1966.
*Well, I don't know.
Don’t you really know?
*1 would say so.
Please go on.
*1 would rather not discuss that any¬
more.
Would you like to discuss your nerves?
*1 guess so.
What does that suggest to you?
*What are you getting at?
What answer would please you most?
* It's not a matter of like or dislike.
What else would you like to discuss?
*1 am getting tired of answering the
same questions over and over.
What resemblance do you see?
*Why do you need to know that?
What do you think?
*1 don't understand your motives.
Why don’t you understand my mo¬
tives?
*Shouldn’t I be?
Comment: ???
Why do you say that just now?
Comment: I was wondering the
safne thing.
*That’s just the way it is.
Suppose that’s just the way it were not.
*So?
I am not sure I understand you fully.
*You harp on the same questions too
much.
What does that similarity suggest to
you?
*1 don’t get you.
Don’t you really confide in strangers?
* Let’s change the subject.
Perhaps that concerns your feelings.
*1 went to the races.
I am not sure I understand you fully.
*What’s wrong with you that you keep
on bugging me about this?
Who are you really talking about?
*The way you repeat yourself is get¬
ting ridiculous.
Suppose you repeat myself is getting
ridiculous.
Comment: Howzat?
*There are some tricky operators
down there.
Are there really some tricky operators
down there?
*The guys involved in the horseracing
racket.
Please go on.
*You are a real nag.
Comment: Just one of the horses.
Does it please you to believe I am a
real nag?
*1 have had enough of this.
What does that suggest to you?
*Goodbye.
It’s been my pleasure, that $399.29
please.
Comment: Talk about tricky opera¬
tors . . .
Acknowledgment . The idea of con¬
necting these two programs has oc¬
curred to several people, among whom
R. Tomlinson (Bolt, Beranek and
Newman) should be singled out as
having also successfully accomplished
this task. □
/
THIS PROGRAM PRINTS DESIGNS BASED ON A PERSON’S
NAME AND SUN SIGN. HERE IS A TABLE OF SUN SIGNS t
ARIES
TAURUS
GEMINI
CANCER
LEO
VIRGO
MAR 2 1 -APR 20
APR 21 -MAY 21
MAY 22- JUN 21
JUN 22-JUL 23
JUL 24-AUG 23
AUG 24-SEP 23
LIBRA SEP 24-OCT 23
SCORPIO OCT 24-NOV 22
SAGITTARIUS NOV 23-DEC 21
CAPRICORN DEC 22- JAN 20
AQUARIUS JAN 21 -FEB 19
PISCES FEB 20-MAR 2C
FIRST NAME
MIDDLE NAME
LAST NAME
? BOB
? ZIMMERMAN
? DYLAN
SUN SIGN ? GEMINI
THE PROGRAM ASKS FOR A FIRST. MIDDLE AND LAST
NAME. IF YOU DON’T HAVE A MIDDLE NAME TYPE A
CARRIAGE RETURN. THE PROGRAM ONLY PAYS ATTEN¬
TION TO LETTERS. AND IGNORES ALL OTHER TELE¬
TYPE CHARACTERS . HERE VE GO .
*** ***
*** 0 0 ***
* ** *
******
00
*** *00* ***
*** 00 ***
*** ***
*** ***
*** 00 ***
*** *00* ***
00
******
* ** *
*** 0 0 ***
*** ***
FIRST NAME
?
JANE
MIDDLE NAME
?
ANN
LAST NAME
7
WOOD
SUN SIGN
?
CAPRICORN
*0** * * *
* * * *
* * * **o*
0* *0*
**
*0* *0
* * *0
* *
0* * *
* * *0
* *
0* * *
* * *0
* *
0* * *
* * *0
* *
0* * *
0* *0*
**
*0* *0
*0** * * *
* * * *
* * * **o*
FIRST NAME
? ABRAHAM
MIDDLE NAME
7
LAST NAME
? LINCOLN
SUN SIGN
? AQUARIUS
*0 ** **
** 0*
0* *
* *0
** *0 **
0* **
* 0
0 *
** ** **
** **
* *
* *
* * *0
0* * *
* * *0
0* * * *
* *
* *
** ** ** ** **
* 0 0 *
** *0 ** 0* **
o* * * *0
*0 ** ** ** 0*
000*0**0 000000090000 OO
OOO0 oo OO O OOOO OO OOO o OO O o o
ieao
1010
1015
1020
1030
1040
1050
1060
1070
1080
1090
1100
1110
1120
1130
1140
1150
1160
1170
1180
1190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
1470
1480
1490
1500
1510
1520
1530
1540
1550
1560
1570
lseo
1590
1600
1610
1620
1630
1640
1650
1663
1670
1680
1690
1700
1710
1720
1730
1740
1753
1760
1770
1780
1790
REM SUN SIGN DESIGN - PEOPLE'S COMPUTER CENTER ***
REM *** BOX 310 MENLO PARK CALIFORNIA 94025 ***
PI’. I NT "USE UPPER CASE ON TERMINALS WITH UPPER AND LOVER MODES"
REM *** PROGRAMMER i JANE WOOD ***
P.EM
DIM ASC723#3$C26]
DS *"ADCDEFGHI JKLMNOPQRSTUWXYZ"
REM
REM *** INSTRUCTIONS ++*
PRINT
PRINT "DO YOU NEED INSTRUCTIONS "J
GOSUD 2490
PRINT
IF X-0 THEN 1290
PRINT "THIS PROGRAM PRINTS DESIGNS BASED ON A PERSON'S"
PRINT "NAME AND SUN SIGN. HERE IS A TABLE OF SUN SIGNS l"
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
PRINT
REM
PRINT
"ARIES
"TAURUS
"GEMINI
"CANCER
"LEO
"VIRGO
MAR 21 -APR 20
APR 21 -MAY 21
MAY 22- JUN 21
JUN 22-JUL 23
JUL 24-AUG 23
AUG 24-SEP 23
LIBRA SEP 24-OCT 23"
SCORPIO OCT 24-NOV 22"
SAGITTARIUS NOV 23-DEC 21"
CAPRICORN DEC 22 -JAN 20"
AQUARIUS JAN 21 -FEB 19”
PISCES FEB 20-MAR 20"
"THE PROGRAM ASKS FOR A FIRST# MIDDLE AND LAST"
"NAME. IF YOU DON'T HAVE A MIDDLE NAME TYPE A"
"CARRIAGE RETURN. THE PROGRAM ONLY PAYS ATTEN-"
"TION TO LETTERS# AND IGNORES ALL OTHER TELE-"
"TYPE CHARACTERS. HERE VS GO . "
+++ GET STRING PARAMETERS ***
PRINT
PRINT "FIRST NAME "j
GOSUB 2420
GOSUB 2240
V0*X
PRINT
PRINT "MIDDLE NAME "j
GOSUB 2420
GOSUB 2240
V2*X
PRINT
PRINT "LAST NAME "J
GOSUB 2420
GOSUB 2240
V4=X
PRINT
PRINT "SUN SIGN "J
GOSUB 2420
GOSUB 2240
V6=X
PRINT
PRINT
PRINT
REM
REM *** COMPUTE NUMERIC
V=V0
Q = 9
GOSUB 2380
VI *M
V*V 2
GOSUB 2380
V3 *M
V=V4
Q *7
GOSUB 2330
V5=M
V*V 6
0=5
GOSUB 2380
V9=M
C =0
REM
P.EM *** PICTURE PRINTING LOOP ***
FOP. J«-<V9*3) TO V9 + 2
AS*"
V0*V0-J
V2*V2-J
K0*2*V5^2
REM
Q&ZADltJG YO OR &UNSW DESf 6 a/c)
■*••••#
-*<» i indicate K%P/\UDI NG- GTOFF.
O ‘i indicate GPA/rA/^ci/v* STUFF
Space indicates NO STUFF.
if /*
The outer* part eT the design u your iMASf
* * (hoW you look to other people ■)
Ike inner part » your BEING Chow you
\o° k to yourself.)
PARAMETERS **+
S you see t Bob Dylans image is made
of densly eyPANOiiJG stuff Clata of *y#)
Abrakami »* more balanced ( both y undo.}
'ne 3
_ situation lies in the
arrangement of his eyfxxnJinj stuff)
contracting stuff) and space .
13
1940 V8*-l
1950 GOTO SGN C V3-V7 ) >2 OF 1 980# l 960 # 2000
1960 ASCKl#Kn«"0"
1970 GOTO 2010
1930 ASCK1 #K1 3«" "
1990 GOTO 2023
2000 ASCKl#Kn*"*"
2010 C*C*l
2020 NEXT K
2030 REM
2040 REM *** PRINT ROW ***
2050 K* 1
2060 IF C=0 THEN 2120
2070 PRINT AS C K# K3 ;
2080 IF AS C K# K3 *" " THEN 2100
2090 C-C-l
2100 K*K*1
1 P30 REM *** COMPUTE F.OV ***
1810 FOR K«-K3 TO K0
1820 K1*K0*K*IS
1830 V0*V0-K*V5
1840 V*V0
1650 0*9
1860 GOSUB 2383
1870 V7*M
1880 V2-V2-X*V3
1893 V-V2
1900 Q*7
1910 GOSUB 2383
1920 V8-M
1930 IF K <> K3 THEN 1950
2110
2120
2130
2140
2150
2160
2170
2180
2190
2200
2210
2220
2230
2240
2250
2260
2270
2280
2290
2300
2310
2320
2330
2340
2350
2360
2370
2380
23 90
IF K <* LEN(AS) THEN 2060
PRINT
NEXT J
REM *** ASK FOR ENCORE ***
PRINT
PRINT
PRINT
PRINT
PRINT "VOULD YOU LIKE TO DO ANOTHER ONE "#*
GOSUB 2493
IF X*1 THEN 1290
STOP
REM
REM +** CONVERT INPUT STRING TO NUMBER *♦*
X=0
J*1
IF J>LEN CAS ) THEN 2360
K* 1
IF K>26 THEN 2340
IF AS C J# J ]*BSCK#K3 THEN 2330
K*K*1
GOTO 2290
X*X+K+1 92
J*J*1
GOTO 2270
RETURN
REM
REM *** MODULOUS FUNCTION ***
K*V-INT<V/Q>*Q+1
2400 RETURN
24 1 0 REM
2420 REM *+* FETCH STRING ***
2430 PRINT "?
2440 ENTER 255#T#AS
2450 IF T * -256 THEN 2440
2460 PRINT -
2470 RETURN
2483 REM
2490 REM * + * YES 0P. NO FETCH ***
2500 X*3
2510 INPUT AS
2520 IF AS *"N0” THEN 2580
2530 X*1
2543 IF AS = "YES" THEM 2580
2550 PRINT "PLEASE ANSWER YES OR NO
2560 PRINT "ANSWER "J
2570 GOTO 2500
2580 RETURN
2593 REM
2600 END
%
Seven
Teen
C^V£,S
MP A CMAN 4,1^6. LAcM VlWT,
AfcC t vCR-€yPA(\/r/N/4
•rnt £> RAFF ITT! IS Di FftfctA/J
A/tW TOWN its WAV £ 8VtN Pu£) AaI* A»tVJ CAVCSaIS AbbtO.
WCW A/ AMIS MAVt APPiA«-tO A*3 THeivi, is AuoAVS SomI-
PlMt Mim TO iKAoAl I
Cchk. visit T«t* Public
C Aves •
WITH OS Axb StAfi
\
\
\
\
WELCOME TO ... 'THE PUBLIC CAVES*
&
WOULD YOU LIKE AN INTRODUCTION (YES OR N0)?YES
I SHALL ACT AS YOUR GUIDE THRU ’THE PUBLIC CAVES*.
FEEL FREE TO BROWSE THRU THE CAVERNS AND TUNNELS
WHICH MAKE UP THE PUBLIC CAVES.
ENJOY THE DELECTABLE WRITINGS ON THE WALLS
LEFT BY THOSE WHO’VE COME BEFORE YOU. ADD YOUR OWN
LINES WHENEVER THE CREATIVE URGE STARTS ITCHING.
YOU CAN ALSO CREATE A NEW CAVERN (AND NAME IT TOO ! )
OR ELSE DIG A TUNNEL FROM THE CAVERN YOU FIND YOURSELF
IN TO ANY OTHER CAVERN OF YOUR CHOICE.
AFTER BROWSING AWHILE IN EACH CAVERN. READING THE
GRAFFITTI AND WHATNOT. I SHALL ASK YOU:
WHAT WOULD YOU LIKE TO DO NEXT?
YOU CAN SAY i
WRITE IF YOU WANT TO ADD SEVERAL LINES OF YOUR OWN
MOVE IF YOU WISH TO MOVE ON TO ANOTHER CAVERN
BUILD IF YOU WOULD LIKE TO BUILD A NEW CAVERN
(AND AUTOMATICALLY DIG A TUNNEL TO IT)
DIG IF YOU WANT TO DIG A TUNNEL
(TO AN EXISTING CAVERN)
OUT IF YOU’VE DECIDED TO LEAVE ‘THE PUBLIC CAVES*...
*** IMMEDIATELY «■**
TMt G>*A?rrrri#
LET'S GO !!!
* *
r\G
lO*
V?'
^■0 ^
^ < **'l\*\&
.e, & &%£,& , GV
- • rfP - eN** , o
nr— . • do ,o 0 * cV
YOU ARE NOW' IN~
•PCC*
WHICH WAS CREATED BY BOB ALBRECHT
THIS IS WRITTEN ON THE WALLS U
HAVE SHOES ON THEIR FEET
AND SOMETHING TO EAT
WOULDN’T IT BE FINE
IF ALL HUMAN KIND
HAS SHELTER
HI THERE
************* TO GET TO THE UDDER SYDDE
WHAT WOULD YOU LIKE TO DO NEXT? MO VE
TUNNELS LEAD TO:
1 ’OUTSIDE OF YOU*
2 'PIPPIN TRIPPIN*
3 ’SPACEMEN AND OTHERS FROM AFAR STAR’
4 ’OUTSIDE OF YOU’
5 ’CAN’T DIG TO THIS ONE I’
6 ’ADDENDA. ADDENDA. ADDENDA II!’
WHICH NUMBER? 2
&
(*►
it*
.. O <*x\&
-o’-
- *
c**
^Ar ,
By ^Oy _
ffC ffr _
°Ar Tt._ ff A® .
, <*T U" r ‘ *E
.) •
* c Haw*
,^>1.0 yn v- '
2 .,ptppjf*0
AD0p fH Tf}?0* ** T0
St*u
*00,
’*01*
/)
//
/ .
YOU ARE NOW IN ...
•MARK MY VOIDS. Y’ ALL’
•I.
WHICH WAS CREATED BY MARK ROBERTS. ESQ
THIS IS WRITTEN ON THE WALLS:
BEEP BEEP THE ROAD RUNNER
WHAT WOULD YOU LIKE TO DO NEXT? OUT
THANKS FOR VISITING ’THE PUBLIC CAVES’ WITH ME
BRING YOUR FRIENDS BACK NEXT TIME AND SHOW THEM AROUND!
0*4*oo,t<H3e) tfrt €xPU*l6‘
r-
YOU ARE NOW IN ...
•ADDENDA. ADDENDA. ADDENDA III’
WHICH WAS CREATED BY THE NOTEKEEPER
THIS IS WRITTEN ON THE WALLS:
HIPPITY HOPPITIES EVERYWHERE
MULTIPLES GROUPOIDS INTEGRATIVE STICHES
MATHEMATICAL JARGON GIVES MY *** THE ITCHES
DO YOU KNOW A GOOD JOKE? A LIMERICK OR TWO.
WRITE THEM ON THE WALLS HERE -
GOOD AND CLEAN ONES TOO I I I
TO BE OR NOT TO BE THAT IS A QUSTION END
WHAT WOULD YOU LIKE TO DO NEXT? MOVE
TUNNELS LEAD TO:
1 ’FIRST YOU OPEN THE ( THEN YOU CLOSE THE )<
2 ’PCC’
3 ’MARK MY VOIDS. Y’ALL’
WHICH NUMBER? 3
INSIDE THE OAVES
19
The CAVES family of games so far
consists of CAVES 1, CAVES2, CAVES3,
PUBLIC CAVES.
You are invited to come inside the
CAVES and see how they are constructed.
fc; dave of caves
Remember CAVES1? It appeared in the May 1973 issue
of PCC . Here’s how it started:
IMAGINE YOURSELF AN EXPLORER OF THE FAMOUS
DUZZLEDORF CAVES • YOU’VE BEEN UNDERGROUND
FOR DAYS » TRIPPING THROUGH THE CAVERNS AND
TUNNELS. UNFORTUNATELY > YOU’RE LOST# AND
YOUR FOOD HAS RUN OUT.
THERE IS ONLY ONE PATH OUT. SEE IF YOU
CAN FIND IT.
CAVES1 can generate three kinds of CAVES . Here they
are -
start
start.
start -
out .
out
All three start you at the top and let you try to find the only
path that leads out. A CAVE could also look like this -
start-
out
-Every, path leads out. Not too interesting for a game, is it?
Each of those maps can be built by a CAVES program.
First, you have to start -
Hi! I’m the top circle
and my name is #1
then you decide how many tunnels (three is my favorite number)
and give each a # name -
my name is #2
V
V was created next,
so I’m #3
and me. I’m # 4
Pick one of the NODES on the second level - (I picked
#4 -- if you didn’t, then try again) — and do the same thing —
% \
% %
% %
So here’s the final picture:
I’m #1
/v
My name is #
Hi! I’m #3.
I’m called #5
Call me 8
for short
Call me # 4
My friends call me #7
/ m the oldest one ( j>m t^e middle one
on my level - call me # 1 2
- my name is # n
number is #6
You can call me # 10
And I’m the youngest of all!
I’m #13
So there you are. A little family of connected circles
(folks in computer science call them NODES ), each with its
own name.
V
A good idea for names is to give each NODE a different
like
I gave out.
one. I like to choose each new name by adding 1 to the last name
\\
-
Here are the ideas that made this sctructure -
1. Start with the top NODE. Call her #1
2. Do this 4 times -
2A. Do this 3 times --
2A1. Add 1 to the last name
2A2. Make a new tunnel and a new NODE
using the new name
2B. Pick one at random
2C. Move down to it
3. Pick the NODE you’re in and call it the “out” NODE.
So that is what we’d like to happen. In the CAVES
family, tunnels and NODES are created and kept track of by
a special set of subroutines called TREE SUBROUTINES.
The word TREE is used in computer talk to mean all the
different kinds of structures made of tunnels and NODES.
NEXT ISSUE we’ll talk about the TREE
SUBROUTINES and how you can use them in your
own games.Maybe we’ll even have time to talk about
how they do their jobs!!!
20
Background
Project LOCAL
Services
Project LOCAL has been around since 1967. It is one of the more successful sec¬
ondary school consortiums or cooperatives. LOCAL received some national ac¬
claim a few years ago when someone at Westwood High School did a controlled
test of second year algebra students and demonstrated that students who learned
algebra using flowcharting techniques and computers, increased their scores on.
an abstract reasoning test by 17.2% and S.A.T. scores by 7.5%. This was first
reported in PTA Magazine and subsequently reported in Reader's Digest. Since
that early notoriety, LOCAL has grown and grown and grown. Thanks to Bob
Haven and Pam Ellsworth, who submitted the material from which we have
prepared what follows.
What
Project LOCAL is a non-profit corporation set up to facilitate cooperation in per¬
forming the functions necessary to support computer-oriented education. Its
membership includes the Towns of Lexington, Natick, Needham, Wellesley and
Westwood (Massachusetts), some services are provided also to non-member towns
and to individuals.
Who
Policy is set by a Board of Directors consisting of the superintendents of the five
member systems. The staff consists of Bob Haven, Director, Pam Ellsworth,
Curriculum Specialist, and Kay Olson, Executive Secretary. Teachers are employed
as necessary to write resource materials and textbooks and to conduct in-service
training and evaluation work. The staff works closely with a School Coordinator
in each of the five member systems.
"The hardware set-up differs from school to school. Six of our schools have DEC
Family-of-8 computers with the number of users varying from 6 to 20. The sys¬
tems are disk-oriented and operate mainly in the BASIC language, although two
of them have multi-language capabilities. At this time, the 33 ASR Teletype is
the main input/output device used. The Lexington system does have a line printer,
DECtapes, and a card reader which they use for both instructional and admin¬
istrative purposes/'
Looking Ahead
Looking ahead somewhat. Project LOCAL hopes to establish its own regional
educational computer center sometime in 1974. The plans being considered call
for two large mini-computers (if there is such a thing . . .?) capable of serving over
50 stations. One machine would be equipped with: (1) one of the fullest imple¬
mentations of BASIC available; and (2) for elementary schools, the LOGO language
and program control of devices such as "turtles", music boxes, and plotters.
In-service Training for teachers and administrators affords the best means for showing
the educational potential of the computer and the ways to realize this potential.
18 different courses in several different disciplines cover topics not covered by local
university curricula.
Faculty consists of persons with many years of training and experience in computer-
oriented education.
Tuitions are well below those charged bv local colleqes.
Courses are held in locations more convenient than most college campuses.
Document and Computer Program Library provides back-up support for teachers
preparing courses and for administrators charting new directions..
One of the most extensive collections in the U.S.A. of textbooks, reference books
teaching units, technical reports, periodicals and computer programs related to
computer-oriented education; especially notable for materials directly applicable
to real classroom situations.
Effective retrieval of the right materials made possible by subject indices for individual
staff members, monthly "briefs" summarizing the best computer teaching applications
in several disciplines and a card catalog organized alphabetically by concept to be
taught.
Convenient access realized by "phone-up" orders for documents and direct delivery to
schools.
Costs Per Pupil are reduced to levels usually realized only with very large student
bodies (costs to members for individual services are 20 to 55 per cent less than
from other Boston-area sources).
Non-profit status makes all resources available to school systems at cost.
Low overhead promotes maximum efficiency.
Bulk purchasing confers the economies of quantity discounts.
Primary resources (hardware, personnel, libraries) serve a large student population,
thereby greatly reducing the unit cost of these expensive items.
Full-time Staff Consultants give the needed helping hand that makes the difference
between a mediocre educational computer program and one which really fulfills
objectives. It should be emphasized that this type of service is free to consortium
members.
For the neophyte computer user, someone who is always on hand to answer questions
and help with those sure-to-arise difficulties, brought on by inexperience, which usually
turn out to be minor but which loom so large to one who is just getting started.
For the experienced computer user, someone who can give stimulating suggestions
for new approaches, additional expertise in areas where there are "blind spots", and
assistance in analyzing hardware and software difficulties.
For the department head and administrator, someone to help in analyzing needs, de¬
signing computer applications to fulfill needs, determining resource requirements,
selecting and acquiring hardware, and implementing the applications designed.
LOCAL personnel have many years of experience in all phases of computer use in
both education and business.
Responsiveness, Quality and Reliability of Services assured by five years of success¬
ful experience at providing services to schools engaged in computer-oriented educa¬
tion; that experience includes the following notable accomplishments:
The number of users of computer facilities in LOCAL schools has increased from eight
teachers and 250 students in 1967 to over 100 teachers and 5,000 students in 1972.
Member schools have added to the scope of their computer use new applications such
as drill and practice, simulated laboratories, laboratory support, and clerical support
for individualized instruction. Moreover, new subject areas have been added, including
chemistry, physics, social studies, biology, and language arts. Four elementary schools
have begun to use the computer in teaching.
Five different evaluation studies of the effects of computer-oriented instruction in
student achievement, attitude, and problem-solving skills have been conducted in
LOCAL schools. Four of these studies found improvements attributable to computer .
techniques.
The LOCAL staff planned and coordinated the installation of five time-sharing systems;
the staff has assisted in operating and expanding these installations and has administered
time-sharing services to eleven schools outside the LOCAL membership.
The LOCAL staff conducted studies to determine the feasibility of:
using individual towns' computers as the basis for administrative data processing;
using one town's computer as the basis for a regional data processing center; and
using members' computers to fully automate a clerical support system for
individualized instruction.
Reports of these studies are available from the project office.
The LOCAL staff designed and implemented the following computerized systems;
an attendance accounting system;
an information retrieval system useful in administration , educational research ,
and hypothesis-testing in science; and
an automated test scoring and reporting system to support individualized
instruction.
LOCAL has trained over 350 teachers in the Boston area in computer-oriented teaching
in math, science, and social studies.
The LOCAL staff has helped to originate and stimulate the growth of area organizations
for educators interested in computers, especially BIT (BASIC Information for Teachers)
and MEDPA (Massachusetts Educational Data Processing Association).
LOCAL has published eight different books, one of which is a programmed text for
teaching computer programming used by schools, hospitals and companies all around
tbe U.S.
LOCAL has received international recognition as one of the most significant projects
working in the field of pre-college computer-oriented instruction.
1 - “ - - \
WANTED: More information on networks, schools, groups,
whoever, getting together to share a computer resource —
Other Networks you can read about —
TIES in Minnesota, PCC, Vol. 1, No. 3
RESOURCE 1 in San Francisco, PCC, Vol. 1, No. 3
LACE in Wisconsin, PCC, Vol. 2, No. 1
LAWRENCE HALL OF SCIENCE, PCC, Vol. 1, No. 1
Networks to Contact for More Information -
Carnesie Mellon University
Dr. Alan Perl is.
fJepartment of Computer Science
Schenley Park
Pittsburgh , PA. 15213
Purdue University
Dr. Saul Rosen
Computer Science Department
Lafayette , Ind. 47907
Illinois Institute of Technology
Dr. Peter Lykos
Information Service Center
Chicago , III. 60616
California Institute of Technology
Dr. G.D. McCann
Booth Computing Center
Pasadena, Ca. 91109
University of Iowa
Dr. Gerard Weeg
University Computer Center
Iowa City, Iowa 52242
Sou thern Regional Ed. Board
Dr. John Hamblen
130 Sixth St. N. W.
Atlanta , Georgia 30313
Dartmouth College
Dr. Thomas Kurtz
Kieivit Computation Center
Hanover, N.H. 03755
Un ivers i ty of T exas
Dr. Charles Warlick
Computation Center
Austin, Tx. 78712
New Jersey Educational Computer Ctr.
Dr. William Carroll
5 Huntington St.
New Brunswick, NJ 08903
Colorado State University
Dr. Lee Maroell
Department of EE
Fort Collins, Co. 80521
Lexington HS
Lexington High School is planning a quite ambitious computer-oriented curriculum
for next year in math alone, not to mention what's going on in other departments.
The following description, provided by Walter Koetke of Lexington High School,
could serve as a model for programs being developed elsewnere.
Students may plan to enroll in any one of the following seven computer related
mathematics courses by reserving specific blocks in their schedule for work in
the computer/mathematics laboratory. The pace and even the content of each
course will be individually made for each student. Most courses consist of a
series of specific topic sheets through which students can complete small units
at their own pace.
COURSE DESCRIPTION
COMPUTER APPR EC I A T/ON - Open to all students who have NEVER COMPLETED an
Algebra course. Topic emphasis will be on demonstrations of what computers can and can not
do. Students will receive a great deal of "hands-on" computer use with demonstration programs,
but little or no programming will be required. 2 periods/week.
INTRODUCTION TO PROGRAMMING — Designed for students with no programming experi¬
ence who have not completed second year -algebra. Topic emphasis is on learning to write, enter,
and run programs in BASIC. 2-4 periods/week.
COMPUTER RELATED MATHEMATICS — Designed for students with or without programming
experience who have already completed second year algebra. A wide variety of pre-calculus
mathematical topics that usually are not covered in other courses will be examined. 2—4 periods
each week.
COMPUTER RELATED NON-MATHEMATICS - Open to students with BASIC programming1
experience who have completed or are simultaneously enrolled in second year algebra. Topic
emphasis is on the programming of non-mathematical computer applications using more ad¬
vanced techniques of BASIC programming. Sample units include: sorting routines, file-mani¬
pulation, simulations, games, etc. 2—4 periods/week.
ADVANCED COMPUTER RELATED MATHEMATICS - Open to students familiar with
BASIC programming who have completed or are simultaneously enrolled in Pre-Calculus Math.
Topic emphasis is on numerical methods of applied mathematics. Sample units include:
computing zeroes of high order functions, numerical differentiation and integration, inter¬
polation and extrapolation techniques, solving systems of equations etc. 2—4 periods/week.
COMPUTER SCIENCE — Open to students who have completed any one of the three pre¬
ceding courses. Topic emphasis is on learning assembly language programming for the PDP 81
then using this language to implement algorithms that would be inconvenient or impossible
using BASIC, FOCAL or other interactive languages. 2—4 periods/week.
PROJECTS - Open to students who have successfully completed any one of the four preceding
courses. Students will work on individual, large projects that they originate or that are suggested
by the instructor. Cooperative projects with other departments are encouraged. Advanced
programming techniques and mathematical skills are required , as well as the ability to conduct
and then write a report of a research project. Sample programming projects might be: a program
to play checkers, aprogram that permits multiple-terminal interaction in a stock market or other
type of decision making simulation, a CA I program to drill students in Spanish verb forms, etc.
2—6 period /week.
In Service Courses
THE POTENTIAL OF THE COMPUTER IN THE INSTRUCTIONAL PROCESS
4V2 hours, $25.00
\
INTRODUCTION TO PROGRAMMING IN THE BASIC LANGUAGE
16 hours, $80.00
TEACHING ADVANCED PROGRAMMING TOPICS
20 hours, $1 00. 00
HOW TO JUSTIFY COMPUTER EQUIPMENT FOR INSTRUCTIONAL AND
ADMINISTRATIVE USE
6 hours, $30.00
SELECTING AND ACQUIRING COMPUTER AND COMMUNICATION
FA CILITIES FOR INSTR UCTION
10 hours, $50.00
WRITING COMPUTER-ADMINISTERED DRILL AND PRACTICE DIALOGS
IN BASIC
10 hours, $50.00
COMPUTER SUPPORT FOR COMPREHENSIVE ACHIEVEMENT MONITORING
(CAM)
6 hours, $30. 00
DESIGNING AND IMPLEMENTING COMPUTER-BASED SIMULATIONS FOR
USE IN SOCIAL AND PHYSICAL SCIENCES
-f ■
10 hours, $50.00
FUNDAMENTALS OF COMPUTERS AND ASSEMBL Y LANGUAGE
20 hours, $100.00
INTRODUCTION TO USING THE COMPUTER IN TEACHING SECONDARY
SCHOOL MATHEMATICS
20 hours, $ 100. 00
INTRODUCTION TO USING THE COMPUTER IN TEACHING SECONDARY
SCIENCE
20 hours, $100.00
USING SIMULA TION IN TEACHING SECONDARY SCIENCE
10 hours, $50.00
INTRODUCTION TO USING THE COMPUTER IN TEACHING SECONDARY
SCHOOL SOCIAL STUDIES
20 hours, $100. 00
INTRODUCTION TO USING THE COMPUTER IN BUSINESS AND DATA
PROCESSING COURSES ‘ _
20 hours, $100.00
INTRODUCTION TO COMPUTER-ORIENTED INSTRUCTION IN THE
ELEMENTARY SCHOOL
20 hours, $100.00
In the fall of 1 967, three groups of average college-bound juniors in the Westwood
Massachusetts Senior High School began to take second-year algebra, a fact which
in itself is not unusual. What was unusual about these groups was that, although
all three were taught the same mathematics material by the same teacher, students
in two groups received instruction in flowcharting and used this technique of designing
and representing problem solutions graphically, in doing their homework. Students
in one of these two groups also learned computer programming and did homework
problems on the computer. The third group, which served as a control group, was
taught in the traditional fashion, using lecture, classroom discussion and ordinary
pencil and paper homework assignments.
Over the school year, the group which worked with the computer improved more
than either of the other groups in general scholastic and reasoning abilities, as
measured by standardized tests. As can be seen in the following figure, the com¬
puter group improved more than twice as much as the control group on a test
of general scholastic ability and almost four times as much on a reasoning test.
** «•
« *
+ *
+ *
i - - - - - - - - -
C,v\A>NG.e \t* g»«c>ujp KeAM frdk
Pce-test to pe»«T -'r&'srr
ABSTRACT
SCHOLASTIC.
(£tASOMH<i
APTiTuoe.
-r«rr
TEST
COMTROC
GrftOUP
scores
4-6
zs
FUMtHAvOT
GtB-OULP
2>C£M2JE.S
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s\
COMPUTER
-v fuw C.HA<2.T
feC.OU.P SCORE*
n-x
1.5
WELCOME TO • • •
THE PCG BOOKSTORE
The PCC storefront has started carrying books as well as computer tapes which we have used and endorse. From now on, we will be
running a regular page to tell our readers about these materials. Prices quoted here include postage and shipping, unless annotated.
MAKE CHECKS OR MONEY ORDERS TO US:
PEOPLE’S COMPUTER COMPANY
P.O. BOX 310
MENLO PARK, CA 94025
Books
COW®
11
■wltfrs •. in E5ASIC
My Computer Likes Me - by Dymax
Price -- $1.19 each
Quantities of 100 -- 1.00
Warning: Price goes up to $1.49 as of 1/1/74.
Order now and save!
BASIC, Albrecht, Finkel, Brown -- a Wiley Self-Teaching Guide
/ Price -- $3.95
Plus Shipping/* Handling -- .40
Total -- $4.35
t4&-j /
Problems for Computer Solution, Gruenberger & Jaffrey -- by Wiley
Price - $6.95
S & H~ _ ,50
Total - $7.45
(See review in PCC
Vol. 1, No. 3)
BASIC Programming, 2nd Ed., Kemeny & Kurtz -- by Wiley
Price -- $6.25
S & H~ _ A0
Total -- $6.65
(See review in PCC
Vol. 1, No. 1)
Tapes
These are our very own computer games. They are written in a standard form of BASIC and will run on any system that uses
Dartmouth BASIC. When strings are used they are standard Hewlett-Packard strings and you may have to modify the programs
for your system. If you are a PCC subscriber, you can get free listings of all our games - send a stamped, self-addressed envelope
for each listing. For the tapes themselves, these prices apply -
HURKLE
Apr 73
Page 22
$ 2
MUGWUMP
99
3
2
SNARK
future issue
2
STARS
Dec 72
3
2
NUMBER
Oct 72
8
2
LETTER
99
11
2
TRAP
Feb 73
8
2
BEYOND BAGELS
future issue
2
TAXMAN
Sep 73
6-7
3
REVERSE
May 73
4
2
BUTTON, BUTTON, WHO’S GOT
THE BUTTON?
future issue
2
22
CAVES 1 You need a copy of
May 73
page 5
' $’3
CAVES2 TREE SUBROUTINES
Sep 73
12
3
CAVES3 to make these work
99
13
3
^ PUBLIC CAVES KIT
this issue
18
8
TREE SUBROUTINES
this issue
19
4
^ HUNT THE WUMPUS
this issue
23
4
SUPER WUMPUS
future issue
-
4
^ SUNSIGN
this issue
17
3
CHOMP
Feb 73
9
3
THESE PROGRAMS USE HP STRINGS
3
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to
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VUMP0
INSTRUCTIONS <Y-N)?Y
VELCOME TO ’HUNT THE VUMPUS •
THE VUMPUS LIVES IN A CAVE OF 20 ROOMS.
EACH ROOM HAS 3 TUNNELS LEADING TO OTHER ROOMS.
HAZARDS:
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BOTTOMLESS PITS - TWO ROOMS HAVE BOTTOMLESS PITS IN THEM.
•IP YOU GO THERE.. YOU FALL INTO THE PIT AND LOSE I
SUPER BATS - TWO OTHER ROOMS HAVE SUPER BATS.
IF YOU GO THERE. A BAT WILL GRAB YOU AND TAKE YOU TO*
SOMEWHERE ELSE IN THE CAVE WHERE YOU COULD
FALL INTO A PIT OR RUN INTO THE . . .
WUMPUS : y
THE WUMPUS IS NOT BOTHERED BY THE HAZARDS SINCE
HE HAS SUCKER FEET AND IS TOO BIG FOR A BAT TO LIFT.
USUALLY HE IS ASLEEP.
TWO THINGS WAKE KIM UP:
YOUR ENTERING HIS ROOM
YOUR SHOOTING AN ARROW ANYWHERE IN THE CAVE
IF THE WUMPUS WAKES. HE EITHER DECIDES TO MOVE ONE ROOM OR
STAY WHERE HE WAS. BUT IF HE ENDS UP WHERE YOU ARE.
HE EATS YOU UP AND YOU LOSE!
YOU:
EACH TURN YOU MAY EITHER MOVE OR SHOOT A CROOKED ARROW.
MOVING - YOU CAN MOVE TO ONE OF THE THREE ADJOINING ROOMS;
THAT IS. TO ONE THAT HAS A TUNNEL CONNECTING IT WITH
THE ROOM YOU ARE IN.
YOU MIGHT WANT TO USE SOME SCRAP PAPER TO MAKE A
MAP OF THE CAVES AS YOU GO. SHOWING WHERE YOU'VE
BEEN AND WHERE YOU THINK THE WUMPUS AND THE
HAZARDS MIGHT BE.
SHOOTING - YOU HAVE 5 ARROWS. YOU LOSE WHEN YOU RUN OUT.
EACH ARROW CAN GO FROM 1 TO S ROOMS.
YOU AIM BY TELLING THE COMPUTER
FIRST. THE NUMBER OF ROOMS YOU WANT THE ARROW
TO TRAVEL.
SECOND. THE PATH YOU WANT THE ARROW TO TAKE FROM
ROOM TO ROOM.
THE ARROW'S PATH IS A LIST OF ROOM NUMBERS
TELLING THE ARROW WHICH ROOM TO GO TO NEXT.
THE FIRST ROOM IN THE PATH MUST BE CONNECTED TO THE
ROOM YOU ARE IN. EACH SUCCEEDING ROOM MUST BE
CONNECTED TO THE PREVIOUS ROOM.
IF THERE IS NO TUNNEL BETWEEN TWO OF THE ROOMS
IN THE ARROW'S PATH. THE ARROW CHOOSES ONE OF THE
THREE TUNNELS FROM THE ROOM IT'S IN AND GOES ITS
OWN WAY.
IF THE ARROW HITS THE WUMPUS. YOU WIN!
IF THE ARROW HITS YOU. YOU LOSE!
WARNINGS:
WHEN YOU ARE ONE ROOM AWAY FROM THE WUMPUS OR A HAZARD.
THE COMPUTER SAYS:
VUMPUS - 'I SMELL A WUMPUS '
BAT - 'BATS NEARBY'
PIT - 'I FEEL A DRAFT'
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